From 77ca3cee3858847f97f9099dab4c9f076d23a1d3 Mon Sep 17 00:00:00 2001
From: Jamie <RaverX3X@gmail.com>
Date: Thu, 11 Jan 2018 12:28:47 -0800
Subject: [PATCH] Clarity

Added Contrasty Preset.
---
 ...y_37040a485a29d54e_00000000000003c9_ps.txt | 715 ++++++++++++++++++
 ...t_37040a485a29d54e_00000000000003c9_ps.txt |  32 +-
 2 files changed, 731 insertions(+), 16 deletions(-)
 create mode 100644 Enhancement/BreathOfTheWild_Clarity/Presets/Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt

diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets/Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt
new file mode 100644
index 00000000..c41a35bb
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_Clarity/Presets/Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt
@@ -0,0 +1,715 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader 37040a485a29d54e
+
+// Possible problems
+// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
+// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
+// Clarity GFX
+// Credit to Jamie for main coding.
+// Credit to Kiri coding & Reshade logic.
+// Credit to Cremtif  for Help.
+// Credit to Serfrost for preset values.
+// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
+// v 2.1
+// Add 1.4.0 support
+//##########################################################
+#define adjust_bloom 1 // 0: disable, 1: enable.
+//BloomFactor
+const float bloomFactor = 0.020;                       // Default is 0.020 (rough estimate based on Switch)
+
+#define HDRpassing 0 // 0: disable, 1: enable.
+//Fake High Dynamic Range.
+const float HDRPower = 1.00;                           // 0.0 to  8.0  Default 1.30.
+const float radius1 = 1.00;                            // 0.0 to  8.0  Default 0.793  
+const float radius2 = 0.80;                            // 0.0 to  8.0  Default 0.87  "Raising this seems to make the effect stronger and also brighter."
+
+#define lumapassing 0 // 0: disable, 1: enable.
+//LumaShapening
+const float sharp_strength = 0.65;                     //[0.10 to 3.00] Strength of the sharpening Default is 0.65
+const float sharp_clamp = 0.035;                        //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
+
+//Advanced sharpening settings
+const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
+
+#define Tone_map 1                                     // 0: disable, -1 to 9: enable.
+													   // -1: disable, loss of bright detail/color but keep [0,1] intact
+													   // 0: (Wii U) BotW original
+													   // Reshade ToneMap Option 1
+													   // linearToneMapping  Option 2             
+													   // simpleReinhardToneMapping Option 3     
+													   // lumaBasedReinhardToneMapping Option 4  
+													   // whitePreservingLumaBasedReinhardToneMapping Option 5 
+													   // RomBinDaHouseToneMapping Option 6	    
+													   // filmicToneMapping Option 7             
+													   // Uncharted2ToneMapping Option 8
+													   // ACES Filmic Option 9
+// Reshade ToneMap Controls / "Contrasty" Parameters
+const float Exposure = 1.17;                           // [0.0, 1.0+] Adjust exposure
+const float Bleach = 0.3;                              // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
+const float Gamma = 0.810;                             // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
+const float defog = 0.00;	                           // Default is 0.0  //How much of the overall color you want removed form the values of FogColor.
+vec3 FogColor = vec3(1.0, 1.0, 1.0);                   // Color you want to Add or Remove  0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
+const float sat = 0.000;                               // "Adjust saturation" min -1.0 max 1.0 Default 0.0
+const float crushContrast = 0.000;                     // 0.0 is neutral. Use small increments, loss of shadow detail 
+
+#define post_process 1
+ //----------------"BotW original" vibrance adjust-------------//
+const float satFactor = 0.25;   // 0.18 is neutral. Experimental, adjust native saturation
+//---------------------------------------------------------------//
+
+#define blacknwhitepass 0                              // 0: disable, 1: enable.
+// Levels Control
+const int BlackPoint = 4;  // [0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
+const int WhitePoint = 235; // [0, 255]  The new white point. Everything brighter than this becomes completely white
+
+#define lggpass 0 // 0: disable, 1: enable.
+//Lift Gamma Gain
+vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);				   // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);                // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
+vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);                 // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
+														   // Note that a value of 1.0 is a neutral setting that leave the color unchanged.
+
+#define vibpass 0 // 0: disable, 1: enable.
+//VibrancePass
+const float Vibrance = 0.150;                 	       // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
+vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);         // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
+
+#define Tech 0 // 0: disable, 1: enable.									
+//Technicolor
+const float Power = 4.0;                               // Min 0.0 Max 8.0 Default 4.0
+vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
+float Strength = 0.20;                                 // Min 0.0 Max 1.0 Default 0.4
+
+#define Techine 0 // 0: disable, 1: enable.
+ //Technicolor2
+const float Technicolor2_Red_Strength = 0.02;	       // "Higher means darker and more intense colors." Default 0.2
+const float Technicolor2_Green_Strength = 0.02;	       // "Higher means darker and more intense colors." Default 0.2
+const float Technicolor2_Blue_Strength = 0.02;	       // "Higher means darker and more intense colors." Default 0.2
+const float Technicolor2_Brightness = 1.00;            // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
+const float Technicolor2_Strength = 1.00;		       // [Default is 1.0]
+const float Technicolor2_Saturation = 1.00;            // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." 
+
+#define cmatrix 0
+//Color Matrix
+vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
+vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
+vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
+float CM_Strength = 1.0;
+
+//Curves Contrast
+#define CurvesPss 0 // 0: disable, 1: enable.
+const float Contrast = 0.65;                           // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
+
+#define Filmicpass 0 // 0: disable, 1: enable.
+//Filmic Pass
+const float Filmic_Contrast = 1.00;                    // Default 1.0 min 0.5 max 2.0
+const float Filmic_Bleach = 0.0;                       // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
+const float Saturation = -0.15;                        // min -1.0 max 1.0 Default -0.15  
+
+const float Filmic_Strength = 0.85;                    // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
+const float Fade = 0.4;                                // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
+const float Linearization = 0.5;                       // min 0.5 max 2.0 Default 0.5                       
+
+const float BaseCurve = 1.5;                           // min 0.0 max 2.0 Default 1.5
+const float BaseGamma = 1.00;                          // min 0.7 max 2.0 Default 1.0
+const float EffectGamma = 0.68;                        // min 0.0 max 2.0 Default 0.68
+
+#define dpxpass 0
+//DPX
+vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
+vec3 RGB_C = vec3(0.36, 0.36, 0.34);
+
+float DPX_Contrast = 0.1;
+float DPX_Saturation = 3.0;
+float Colorfulness = 2.5;
+
+float DPX_Strength = 0.20;
+
+const mat3 RGB = mat3(
+	2.6714711726599600, -1.2672360578624100, -0.4109956021722270,
+	-1.0251070293466400, 1.9840911624108900, 0.0439502493584124,
+	0.0610009456429445, -0.2236707508128630, 1.1590210416706100
+);
+const mat3 XYZ = mat3(
+	0.5003033835433160, 0.3380975732227390, 0.1645897795458570,
+	0.2579688942747580, 0.6761952591447060, 0.0658358459823868,
+	0.0234517888692628, 0.1126992737203000, 0.8668396731242010
+);
+
+//###########################################################
+
+//Do not edit under this line.
+
+uniform ivec4 uf_remappedPS[1];
+layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom 
+layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+
+//ToneMapping
+
+vec3 linearToneMapping(vec3 color)
+{
+	float exposure = 1.;
+	color = clamp(exposure * color, 0., 1.);
+	color = pow(color, vec3(1. / Gamma));
+	return color;
+}
+
+vec3 simpleReinhardToneMapping(vec3 color)
+{
+	float exposure = 1.5;
+	color *= exposure / (1. + color / exposure);
+	color = pow(color, vec3(1. / Gamma));
+	return color;
+}
+
+vec3 lumaBasedReinhardToneMapping(vec3 color)
+{
+	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
+	float toneMappedLuma = luma / (1. + luma);
+	color *= toneMappedLuma / luma;
+	color = pow(color, vec3(1. / Gamma));
+	return color;
+}
+
+vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
+{
+	float white = 2.;
+	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
+	float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
+	color *= toneMappedLuma / luma;
+	color = pow(color, vec3(1. / Gamma));
+	return color;
+}
+
+vec3 RomBinDaHouseToneMapping(vec3 color)
+{
+	color = exp(-1.0 / (2.72*color + 0.15));
+	color = pow(color, vec3(1. / Gamma));
+	return color;
+}
+
+vec3 filmicToneMapping(vec3 color)
+{
+	color = max(vec3(0.), color - vec3(0.004));
+	color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
+	return color;
+}
+
+vec3 Uncharted2ToneMapping(vec3 color)
+{
+	float A = 0.15;
+	float B = 0.50;
+	float C = 0.10;
+	float D = 0.20;
+	float E = 0.02;
+	float F = 0.30;
+	float W = 11.2;
+	float exposure = 2.;
+	color *= exposure;
+	color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
+	float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
+	color /= white;
+	color = pow(color, vec3(1. / Gamma));
+	return color;
+}
+
+vec3 ReshadeToneMap(vec3 inputColor) {
+	vec3 color = inputColor;
+	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
+	color *= Exposure / (1.0 + color / Exposure);
+	color = pow(color, vec3(1. / Gamma)); // Gamma
+
+	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
+	float lum = dot(coefLuma, color);
+
+	float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
+	vec3 A2 = Bleach * color;
+
+	vec3 result1 = 2.0f * color * lum;
+	vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
+
+	vec3 newColor = mix(result1, result2, L);
+	vec3 mixRGB = A2 * newColor;
+	color += ((1.0f - A2) * mixRGB);
+
+	vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
+	vec3 diffcolor = color - middlegray;
+
+	color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
+
+	return color;
+}
+
+float getL601(vec3 rgb) {
+	return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
+}
+
+float getL709(vec3 rgb) {
+	return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
+}
+
+vec3 BotWToneMap(vec3 color) {
+	float Lumn = getL601(color);
+	vec4 exptm = 1.0 - exp(-vec4(color, Lumn));
+	vec3 cpre = exptm.w / Lumn * color;
+	vec3 colorldr = mix(cpre, exptm.rgb, vec3(pow(exptm.w, 2.0)));//refine
+	return colorldr;
+}
+vec3 ACESFilm(vec3 color) {
+	color *= Exposure;
+	float Lumn = getL709(color);
+	vec4 tm = vec4(color, Lumn);
+	tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
+	vec3 cpre = tm.w / Lumn * color;
+	vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
+	return colorldr;
+}
+
+//Curves
+
+vec3 CurvesPass(vec3 inputColor) {
+	vec3 colorInput = inputColor;
+	float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
+	vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
+	x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
+	vec3 color = x;  //if the curve should be applied to both Luma and Chroma
+	colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
+	return colorInput;
+}
+
+//TECHNICOLOR2
+
+vec3 Technicolor2(vec3 inputColor) {
+	vec3 color = inputColor;
+	vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
+	vec3 source = color;
+	vec3 temp = 1.0 - source;
+	vec3 target = temp.grg;
+	vec3 target2 = temp.bbr;
+	vec3 temp2 = source * target;
+	temp2 *= target2;
+
+	temp = temp2 * Color_Strength;
+	temp2 *= Technicolor2_Brightness;
+
+	target = temp.grg;
+	target2 = temp.bbr;
+
+	temp = source - target;
+	temp += temp2;
+	temp2 = temp - target2;
+
+	color = mix(source, temp2, Technicolor2_Strength);
+
+	color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
+
+	return color;
+}
+
+//Technicolor
+vec3 TechnicolorPass(vec3 color)
+{
+
+	const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
+	const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
+	const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
+	const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
+	const vec2 greenfilter = vec2(0.30, 1.0);       // RG_
+	const vec2 magentafilter2 = magentafilter.rb;   // R_B
+
+	vec3 tcol = color.rgb;
+
+	vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
+	vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
+	vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
+	vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
+	vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
+	vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
+
+	return mix(tcol, output_r * output_g * output_b, Strength);
+}
+
+//ColorMatrix
+vec3 ColorMatrixPass(vec3 inputColor)
+{
+	vec3 color = inputColor;
+
+	const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue);
+	//color = mix(color, * (ColorMatrix, color), CM_Strength);
+	color *= mix(color, (ColorMatrix, color), CM_Strength);
+	return clamp(color, 0.0, 1. );
+}
+
+// Contrasty
+
+vec3 BotWVibrance(vec3 color) {
+	float avg = (color.r + color.g + color.b) / 3.0;
+	float maxc = max(color.r, max(color.g, color.b));
+	float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0);
+	float weight = 1.0 + w * satFactor;
+	vec3 satcolor = mix(vec3(maxc), color, weight);
+	return satcolor;
+}
+
+vec3 ReshadeVibrance(vec3 color) {
+	float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
+	float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
+	float luma = getL709(color);
+	float color_saturation = max_color - min_color; // The difference between the two is the saturation
+	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
+	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
+	return color;
+}
+
+vec3 Contrasty(vec3 fColour) {
+	fColour = max(vec3(0.0), fColour - vec3(crushContrast));
+	fColour = clamp(Exposure * fColour, 0.0, 1.0);
+	fColour = pow(fColour, vec3(1.0 / Gamma));
+	fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting
+	return fColour;
+}
+
+// Levels 
+
+vec3 LevelsPass(vec3 inputColor) {
+	float black_point_float = BlackPoint / 255.0;
+	float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
+
+	vec3 color = inputColor;
+	color = color * white_point_float - (black_point_float *  white_point_float);
+
+	return color;
+}
+
+//FilmPass
+vec3 FilmPass(vec3 inputColor) {
+
+	vec3 B = inputColor.rgb;
+	vec3 G = B;
+	vec3 H = vec3(0.01);
+
+	B = clamp(B, 0.0, 1.);
+	B = pow(vec3(B), vec3(Linearization));
+	B = mix(H, B, Filmic_Contrast);
+
+	vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
+	float A = dot(B.rgb, LumCoeff);
+	vec3 D = vec3(A);
+
+	B = pow(B, 1.0 / vec3(BaseGamma));
+
+	float RedCurve = 1.0;
+	float GreenCurve = 1.0;
+	float BlueCurve = 1.0;
+	float a = RedCurve;
+	float b = GreenCurve;
+	float c = BlueCurve;
+	float d = BaseCurve;
+
+	float y = 1.0 / (1.0 + exp(a / 2.0));
+	float z = 1.0 / (1.0 + exp(b / 2.0));
+	float w = 1.0 / (1.0 + exp(c / 2.0));
+	float v = 1.0 / (1.0 + exp(d / 2.0));
+
+	vec3 C = B;
+
+	D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
+	D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
+	D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
+
+	D = pow(D, 1.0 / vec3(EffectGamma));
+
+	vec3 Di = 1.0 - D;
+
+	D = mix(D, Di, Filmic_Bleach);
+	float EffectGammaR = 1.0;
+	float EffectGammaG = 1.0;
+	float EffectGammaB = 1.0;
+	D.r = pow(abs(D.r), 1.0 / EffectGammaR);
+	D.g = pow(abs(D.g), 1.0 / EffectGammaG);
+	D.b = pow(abs(D.b), 1.0 / EffectGammaB);
+
+	if (D.r < 0.5)
+		C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
+	else
+		C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
+
+	if (D.g < 0.5)
+		C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
+	else
+		C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
+
+	if (D.b < 0.5)
+		C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
+	else
+		C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
+
+	vec3 F = mix(B, C, Strength);
+
+	F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
+
+	float r2R = 1.0 - Saturation;
+	float g2R = 0.0 + Saturation;
+	float b2R = 0.0 + Saturation;
+
+	float r2G = 0.0 + Saturation;
+	float g2G = (1.0 - Fade) - Saturation;
+	float b2G = (0.0 + Fade) + Saturation;
+
+	float r2B = 0.0 + Saturation;
+	float g2B = (0.0 + Fade) + Saturation;
+	float b2B = (1.0 - Fade) - Saturation;
+
+	vec3 iF = F;
+
+	F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
+	F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
+	F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
+
+	float N = dot(F.rgb, LumCoeff);
+	vec3 Cn = F;
+
+	if (N < 0.5)
+		Cn = (2.0 * N - 1.0) * (F - F * F) + F;
+	else
+		Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
+
+	Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
+
+	vec3 Fn = mix(B, Cn, Filmic_Strength);
+	return Fn;
+}
+
+//DPX
+vec3 DPXPass(vec3 inputColor)
+{
+	vec3 input = inputColor.rgb;
+
+	vec3 B = input;
+	B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast);
+	vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0)));
+	B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
+
+	float value = max(max(B.r, B.g), B.b);
+	vec3 color = B / value;
+	color = pow(abs(color), 1. / vec3(Colorfulness));
+
+	vec3 c0 = color * value;
+	c0 *= (XYZ, c0);
+	float luma = dot(c0, vec3(0.30, 0.59, 0.11));
+	c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
+	c0 *= (RGB, c0);
+
+	return mix(input, c0, DPX_Strength);
+}
+
+//Lift Gamma Gain
+
+vec3 LiftGammaGainPass(vec3 colorInput)
+{
+	// -- Get input --
+	vec3 color = colorInput;
+
+	// -- Lift --
+
+	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
+	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
+
+									// -- Gain --
+	color *= RGB_Gain;
+
+	// -- Gamma --
+	color = pow(color, 1.0 / RGB_Gamma); //Gamma
+
+										 // -- Return output --
+	return clamp(color, 0.0, 1.0);
+}
+
+//VibrancePass
+vec3 VibrancePass(vec3 color) {
+
+	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
+	float luma = dot(coefLuma, color);
+
+	float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
+	float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
+
+	float color_saturation = max_color - min_color; // The difference between the two is the saturation
+
+													// Extrapolate between luma and original by 1 + (1-saturation) - current
+	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
+
+	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
+
+	return color;
+}
+
+//LumaShapening
+
+#define px (1.0/1280.0*uf_fragCoordScale.x)
+#define py (1.0/720.0*uf_fragCoordScale.y)
+#define CoefLuma vec3(0.2126, 0.7152, 0.0722)  
+
+float lumasharping(sampler2D tex, vec2 pos) {
+	vec4 colorInput = texture(tex, pos);
+
+	vec3 ori = colorInput.rgb;
+
+	// -- Combining the strength and luma multipliers --
+	vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
+
+	// -- Gaussian filter --
+	//   [ .25, .50, .25]     [ 1 , 2 , 1 ]
+	//   [ .50,   1, .50]  =  [ 2 , 4 , 2 ]
+	//   [ .25, .50, .25]     [ 1 , 2 , 1 ]
+
+	vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
+	blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb;  // South West
+	blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
+	blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
+
+	blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches
+
+					   // -- Calculate the sharpening --
+	vec3 sharp = ori - blur_ori;  //Subtracting the blurred image from the original image
+
+								  // -- Adjust strength of the sharpening and clamp it--
+	vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
+
+	float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
+	sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
+
+	return sharp_luma;
+}
+
+//Fake High Dynamic Range.
+
+vec3 HDRPass(sampler2D tex, vec2 pos) {
+	vec3 color = texture(tex, pos).rgb;
+
+	vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;
+
+	bloom_sum1 *= 0.005;
+
+	vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;
+
+	bloom_sum2 *= 0.010;
+
+	float dist = radius2 - radius1;
+	vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
+
+	vec3 blend = HDR + color;
+	color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;
+
+	return color;
+}
+
+void main()
+{
+	//Bloom
+	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
+#if (adjust_bloom == 1)
+	bloom *= bloomFactor;
+#endif
+
+//HDR and LumaShapening
+#if (HDRpassing == 1)
+	passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
+#endif	
+#if (HDRpassing == 0)
+	passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
+#endif
+#if (lumapassing == 1)	
+	float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
+	passPixelColor0.xyz += vec3(smask);
+#endif
+
+	// Do not edit this
+	vec3 color = (passPixelColor0.xyz);
+	color += bloom;
+	//++++++++++++++++++++++++++++++++++
+
+	// Tonemapping
+#if (Tone_map == -1)
+	color = clamp(color*Exposure, 0.0, 1.0);
+#elif (Tone_map == 0)
+	color = BotWToneMap(color);
+#elif (Tone_map == 1)
+	color = ReshadeToneMap(color);
+#elif (Tone_map == 2)	
+	color = linearToneMapping(color);
+#elif (Tone_map == 3)
+	color = simpleReinhardToneMapping(color);
+#elif (Tone_map == 4)
+	color = lumaBasedReinhardToneMapping(color);
+#elif (Tone_map == 5)
+	color = whitePreservingLumaBasedReinhardToneMapping(color);
+#elif (Tone_map == 6)
+	color = RomBinDaHouseToneMapping(color);
+#elif (Tone_map == 7)
+	color = filmicToneMapping(color);
+#elif (Tone_map == 8)
+	color = Uncharted2ToneMapping(color);
+#elif (tone_mapping == 9)
+	color = ACESFilm(color);
+#endif
+
+// Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range.	
+#if (blacknwhitepass == 1)	
+	color = LevelsPass(color);
+#endif
+
+// Color matrix
+#if (cmatrix == 1)
+	color = ColorMatrixPass(color);
+#endif
+
+
+// Post Processing
+#if (Tech == 1)
+	color = TechnicolorPass(color);
+#endif
+#if (Techine == 1)
+	color = Technicolor2(color);
+#endif
+#if (post_process == 0)
+	color = BotWVibrance(color);
+#endif
+#if (post_process == 1)
+	color = Contrasty(color);
+#endif
+#if (dpxpass == 1)
+	color = DPXPass(color);
+#endif
+#if (Filmicpass == 1)	
+	color = FilmPass(color);
+#endif
+#if (lggpass == 1)	
+	color = LiftGammaGainPass(color);
+#endif
+#if (CurvesPss == 1)
+	color = CurvesPass(color);
+#endif
+#if (vibpass == 1)
+	color = VibrancePass(color);
+#endif
+	passPixelColor0 = vec4(color, passParameterSem0.w);
+}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Constrast_Clarity_Merge_preset_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Constrast_Clarity_Merge_preset_37040a485a29d54e_00000000000003c9_ps.txt
index b4af34a6..abcdcbfe 100644
--- a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Constrast_Clarity_Merge_preset_37040a485a29d54e_00000000000003c9_ps.txt	
+++ b/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Constrast_Clarity_Merge_preset_37040a485a29d54e_00000000000003c9_ps.txt	
@@ -16,11 +16,11 @@
 //##########################################################
 #define adjust_bloom 1 // 0: disable, 1: enable.
 //BloomFactor
-const float bloomFactor = 0.20;                        // Default is 0.020 (rough estimate based on Switch)
+const float bloomFactor = 0.020;                        // Default is 0.020 (rough estimate based on Switch)
 
 #define HDRpassing 1 // 0: disable, 1: enable.
 //Fake High Dynamic Range.
-const float HDRPower = 1.10;                          // 0.0 to  8.0  Default 1.30.
+const float HDRPower = 1.00;                          // 0.0 to  8.0  Default 1.30.
 const float radius1 = 1.00;                           // 0.0 to  8.0  Default 0.793  
 const float radius2 = 0.80;                            // 0.0 to  8.0  Default 0.87  "Raising this seems to make the effect stronger and also brighter."
 
@@ -32,7 +32,7 @@ const float sharp_clamp = 0.02;                       //[0.000 to 1.000] Limits
 //Advanced sharpening settings
 const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
 
-#define Tone_map 8                                     // 0: disable, -1 to 9: enable.
+#define Tone_map 1                                     // 0: disable, -1 to 9: enable.
 													   // -1: disable, loss of bright detail/color but keep [0,1] intact
 													   // 0: (Wii U) BotW original
 													   // Reshade ToneMap Option 1
@@ -46,9 +46,9 @@ const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bia
 													   // ACES Filmic Option 9
 // Reshade ToneMap Controls / "Contrasty" Parameters
 const float Exposure = 1.17;                           // [0.0, 1.0+] Adjust exposure
-const float Bleach = 0.0;                              // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
-const float Gamma = 0.81;                              // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
-const float defog = 0.000;	                           // Default is 0.0  //How much of the overall color you want removed form the values of FogColor.
+const float Bleach = 0.3;                              // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
+const float Gamma = 0.810;                              // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
+const float defog = 0.00;	                           // Default is 0.0  //How much of the overall color you want removed form the values of FogColor.
 vec3 FogColor = vec3(1.0, 1.0, 1.0);                   // Color you want to Add or Remove  0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
 const float sat = 0.000;                               // "Adjust saturation" min -1.0 max 1.0 Default 0.0
 const float crushContrast = 0.000;                     // 0.0 is neutral. Use small increments, loss of shadow detail 
@@ -65,14 +65,14 @@ const int WhitePoint = 235; // [0, 255]  The new white point. Everything brighte
 
 #define lggpass 1 // 0: disable, 1: enable.
 //Lift Gamma Gain
-vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);				   // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+vec3 RGB_Lift = vec3(0.990, 0.990, 0.990);				   // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
 vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);                // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
 vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);                 // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
 														   // Note that a value of 1.0 is a neutral setting that leave the color unchanged.
 
-#define vibpass 0 // 0: disable, 1: enable.
+#define vibpass 1 // 0: disable, 1: enable.
 //VibrancePass
-const float Vibrance = 0.400;                 	       // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
+const float Vibrance = 0.150;                 	       // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
 vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);         // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
 
 #define Tech 0 // 0: disable, 1: enable.									
@@ -83,10 +83,10 @@ float Strength = 0.20;                                 // Min 0.0 Max 1.0 Defaul
 
 #define Techine 1 // 0: disable, 1: enable.
  //Technicolor2
-const float Technicolor2_Red_Strength = 0.2;	       // "Higher means darker and more intense colors." Default 0.2
-const float Technicolor2_Green_Strength = 0.2;	       // "Higher means darker and more intense colors." Default 0.2
-const float Technicolor2_Blue_Strength = 0.2;	       // "Higher means darker and more intense colors." Default 0.2
-const float Technicolor2_Brightness = 1.0;             // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
+const float Technicolor2_Red_Strength = 0.02;	       // "Higher means darker and more intense colors." Default 0.2
+const float Technicolor2_Green_Strength = 0.02;	       // "Higher means darker and more intense colors." Default 0.2
+const float Technicolor2_Blue_Strength = 0.02;	       // "Higher means darker and more intense colors." Default 0.2
+const float Technicolor2_Brightness = 1.15;            // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
 const float Technicolor2_Strength = 0.90;		       // [Default is 1.0]
 const float Technicolor2_Saturation = 0.60;            // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." 
 
@@ -336,12 +336,12 @@ vec3 TechnicolorPass(vec3 color)
 //ColorMatrix
 vec3 ColorMatrixPass(vec3 inputColor)
 {
-	vec3 color = inputColor.rgb;
+	vec3 color = inputColor;
 
 	const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue);
 	//color = mix(color, * (ColorMatrix, color), CM_Strength);
 	color *= mix(color, (ColorMatrix, color), CM_Strength);
-	return clamp(inputColor, 0.0, 1.);
+	return clamp(inputColor, 0.0, 1. );
 }
 
 // Contrasty
@@ -630,7 +630,7 @@ void main()
 	bloom *= bloomFactor;
 #endif
 
-	//HDR and LumaShapening
+//HDR and LumaShapening
 #if (HDRpassing == 1)
 	passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
 #endif